Skip to content

CaptureTheFlag

Seeds the capture-the-flag session option, which no longer reaches the game.

This setting has no runtime effect

The engine accepts and loads it, but no gameplay code uses the stored value.

Specification
Applies to
global rules
File
rules.ini
Section
[MultiplayerDefaults]
Value
boolean
When omitted
no
Used by the game
No — loaded but not used

CaptureTheFlag sets the starting value of the multiplayer capture-the-flag option, like the other [MultiplayerDefaults] options. The option is shared with the other players during setup, and a guest takes the host’s value. The game never copies it into the scenario setting that turns the mode on, and no scenario file sets that either, so capture-the-flag stays off in every game.

Part of the mode remains in the engine. If it were on in a game with Bases on, each house’s BaseUnit would carry that house’s flag from the start. Carrying a flag halves a vehicle’s speed and stops it from cloaking fully, so it shimmers instead. The flag drops onto the ground when the vehicle deploys or is otherwise taken off the map, and a house that is defeated loses its flag.

Nothing moves a flag from one house to another, and no victory condition checks flags. The contest the name describes does not exist in the engine.

See also — BaseUnit, Bases